Interactive Fiction and Storytelling: Past, Present, and Future Directions (Roundtable)
Abstract
ontemporary literary, computer game, and cinematic history are rife with forms of interactive fiction and storytelling. Gamebooks such as the Bantam Choose Your Own Adventure series of children’s books, video games from early text-based games like Zork to more contemporary gaming, and interactive movies of the type becoming increasingly common through streaming technologies, allow for a different kind of relationship between audiences and narratives.
These types of narratives have been read, watched, and played by adults and children alike with increased regularity since the popularization of the form in the late 1970s and early 1980s.